Goreshade, Lord of Ruin

From Battle College
Jump to: navigation, search

This server will go offline in September 2018. Please migrate to our new server, Warmachine University


For more info on why we're moving to a new server, check out the Brief History section on the new main page, and/or listen to episode 45 of the LOS podcast
If you have made an edit within the last month or so, please check the new server and see if it was copied by the autobot.
You may need to copy-paste your work to the new server manually. Sorry.

Goreshade, Lord of Ruin
Cryx Cavalry Warcaster

Unquestionably the most influential Iosan ever to have lived, the eldritch and would-be god slayer Goreshade, Lord of Ruin seeks nothing less than the salvation, restoration, and liberation of his people from the gods themselves. After turning the machinations of the Nightmare Empire to his own ends, Goreshade has come closer than ever to achieving his mission. But what Goreshade sees as the path to salvation, Iosans see as a path to damnation.

Basic Info[edit]

DEF 14
ARM 17
HP 17
WJP +27
Base Size Large
See also How to Read the statblock



  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks.
  • Undead - This model is an undead model and not a living model.
  • Immunity: Cold - This model does not suffer cold damage.
  • Spell Vortex - If an enemy model cast a spell in Goreshade's control range last turn, Goreshade can cast one spell without spending focus during his activation this turn.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.

Feat - Winter's Grasp[edit]

Center 3" AOEs on any number of friendly Faction non-warcaster warrior models currently in Goreshade's control range. Enemy models within an AOE become stationary unless they've Immunity:Cold, then the models the AOEs are centered on are destroyed.


Target warjack in the caster's battlegroup gains +2 SPD and Murderous. (Murderous - This model gains an additional attack die against warrior models.)
Target Friendly faction model/unit gains Stealth. Models are not affected while out of formation.
Target friendly Faction model gains Dark Shroud. (Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.)
When this spell hits an enemy model with 1 or more focus/fury points on it, the target loses 1 focus/fury and this caster gains 1 focus point. But casters without the Focus/Fury Manipulation ability (ie Spell Slaves) cannot gain focus/fury.
Return to Play one destroyed undead Grunt to a friendly Faction unit with one unmarked damage box. Place the model in Goreshade's CTRL range, in formation, and completely within 3" of another model in its unit. The Grunt must forfeit its Combat Action this turn.

Thoughts on Goreshade, Lord of Ruin[edit]

Comparison to Mk2[edit]

The stats have remained the same. He has gained immunity cold and reposition, but has lost ghostly and terror. While the rule of terror is not existing in Mk3, the gain of reposition allows for greater maneuverability. On the other hand, the loss of ghostly is a big downside, since it restricts movement and hampers assassination runs. The spell list is the same. The only exception is Siphon Bolt which has +1 COST and +1 POW.

Goreshade3 in a Nutshell[edit]

Goreshade 3 is a highly versatile generalist caster, he's good at pretty much everything. With good armor and speed he can engage enemies with his powerful weapon that applies stationary on hit. Spell vortex increases his ability to be a powerful caster. Siphon Bolt is a strong attack spell, and with three different upkeeps, Goreshade will always have options on how to buff his army. Don't celebrate yet, Goreshade 3 suffers a little as a jack of trades. His close combat potential and survival is not as high as a more dedicated front line caster. Also, if he is closer to the front lines, you will be hard pressed to find the focus you need to both cast spells you want and keep him standing.

His generalist identity can cause difficult decisions on how use focus to craft his army as well. Infernal Machine encourages Heavy Warjacks, but his focus is stretched very thin for all his options. Mockery of Life encourages that you take powerful undead warriors such as Bane Riders, but his feat works best off of cheaper more disposable troops.

Maximising his feat & spells[edit]

His feat is a great solution to high DEF infantry spam, or it can simply be used to reduce the enemy warcaster to DEF 5 before wailing on them with attacks.

It is best to use something expendable (like Mechanithralls) to create the AOEs, but don't overlook the benefit of having an Incorporeal model run through the enemy before triggering the cloud in the opponent's backlines. In this respect, Blackbanes Ghost Raiders are a good choice.

Typical army & strategy[edit]

  • Blackbane's Ghost Raiders - This is a high speed incorporeal unit, making them singularly effective to walk through the enemy line so that Goreshade can use his feat on models that would otherwise be unreachable.
  • Bane Riders - Being powerful well armored and very expensive troops, they make some of the best candidates for use of the Mockery of life spell. Also, Cavalry tends to attract a great deal of firepower for their ability to cross the field so easily, this makes Occultation a highly valuable spell for this unit.
  • Soulhunters - They are a strong flanking unit able to get deep into the enemy lines with their impact attacks and their ability to become incorporeal. This may open a gap to the enemy caster for pot shots or an assassination run.
  • Kraken - One of the most grateful recipients of the Infernal Machine spell, this model is nearly guaranteed to make good use of the speed buff as well as the murderous so it can collect those corpses. Once you have stationary targets, enemies in the range of it's considerable firepower will have something to worry about.
  • Harrower - If you can't find the room for a Kraken, then a Harrower is not a bad substitute. With Pathfinder and Reach, the only thing holding it back is the lack luster speed. Once it receives it's buff from Infernal Machine, it's murderous thresher will murder thresh.
  • The Withershadow Combine - With three upkeep spells, Admonia's free upkeep is very important. When attempting to charge in then reposition to safety with Goreshade, you can secure the stationary from your first attack using Puppet Master. Beyond that, they will be a gunline for you occasionally tearing focus off of the enemy with spell slave.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Large base is easy to shoot. Depending on your opponent's available firepower, he may be required to keep Occultation on himself just to stay alive.
  • Relative to other Cryx casters, he is tied for lowest defense.
  • With only one offensive spell, he might have a bad match up vs Incorporeal spam.

Tricks & Tips[edit]

Given his highly versatile spell list and set of abilities, Goreshade has a unusually large amount of tricks available to him.

  • One your first turn, walk your Mechanithralls forward. Have the back line kill 2 members of the front line. Use a Necrosurgeon to replenish the losses. Then have Goreshade return the destroyed models back to play. You will have more troops than you started with. You can do this with 3 models, but it is not recommended as you will probably want to cast a few of your upkeep spells as well.
  • Mockery of Life casts before your feat essentially allow for stationary on demand. This can allow your normally inaccurate units like Mechanithralls to land their powerful combo strikes.
  • Using feat, you can make a swath of troops stationary. If you move a Harrower loaded up with focus into a squad of stationary troops, elect NOT to use Thresher. Instead buy each individually killing up to four enemies. As Stationary enemies do not have melee ranges, quick work will activate off of each kill. 4 fully boosted ghost shots is a lot of firepower.



  • Released in Warmachine: Vengeance (2014)
  • Goreshade 3 is one of the few models to keep the exact same weapon between multiple incarnations. Maybe it's frozen to his hand (like when your tongue gets stuck to an icy pole)?

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cryx models[edit]



Warcasters Agathia - Aiakos2 - Goreshade1 - Goreshade2 - Goreshade3 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Terminus - Venethrax - Scaverous - Mortenebra1 - Mortenebra2 - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Deneghra1 - Deneghra2 - Deneghra3 - Coven
Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC)
Light warjacks Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker
Heavy warjacks Corruptor - Desecrator - Harrower - Inflictor - Leviathan - Reaper - Seether - Slayer
Barathrum - Deathjack - Erebus - Kharybdis - Malice - Nightmare
Colossal Kraken - Sepulcher
Units, Solos, & Battle Engines
Living Undead
Units BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters
Characters: Blackbane's Ghost Raiders - The Withershadow Combine
Solos Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Warwitch Siren
Characters: Agrimony - Aiakos1 - Axiara - Darragh Wrathe - Gerlak - Severa Blacktide
Bloat Thrall - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper
Characters: Bane Lord Tartarus - Mobius - Captain Rengrave - Hellslinger
Battle Engines No living engines Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Merc cryx.jpg


Mercenary Battlegroups
Warcasters Captain Bartolo - Captain Damiano - Cognifex - Drake MacBain - Exulon - Fiona - Magnus1 - Magnus2

Requires a 2+ caster game.

Other Controllers Raluk Moorclaw (Marshal) - Rorsh & Brine (Lesser Warlock) - Wrongeye & Snapjaw (Lesser Warlock)
Warjacks, Warbeasts, & Monstrosities The mercenary battlegroup members you can include in a Cryx army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Mercenary Units, Solos, & Battle Engines
Units Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates & CA & WA - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen

Croe's Cutthroats - Nyss Hunters - Devil's Shadow Mutineers - Boomhowlers

Solos Ogrun Bokur - Swamp Gobber Raiders

Bloody Bradigan - Bosun Grogspar - Doc Killingsworth - [[Eilish Garrity - Hawk - Gorman - Gudran - Rockbottom - Dougal - Orin - Ragman - Raluk Moorclaw - Rorsh & Brine - Madelyn Corbeau (Attached)- Saxon - Seargeant Nicolas - Stannis - Wrong Eye & Snapjaw

Battle Engines None

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.
RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

Rules Clarification : Undead - None yet. (Edit)
Rules Clarification : Spell Vortex - None yet. (Edit)

RC symbol.png

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

RC symbol.png

Rules Clarification : Infernal Machine      (Edit)
Rules Clarification : Murderous - None yet. (Edit)

RC symbol.png

Rules Clarification : Occultation      (Edit)

RC symbol.png

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
RC symbol.png

Rules Clarification : Scything Touch      (Edit)

RC symbol.png

Rules Clarification : Dark Shroud      (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't includes behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.
RC symbol.png

Rules Clarification : Siphon Bolt and/or Energy Siphon     (Edit)

  • The focus/fury is stolen on "Hit", before they have a chance to spend it to reduce/transfer damage.
  • If you hit something which can't have focus reduced (ie Egregore) then you still get +1 focus, and they ignore the -1 focus. (Infernal Ruling)
RC symbol.png

Rules Clarification : Mockery of Life      (Edit)

  • Return to Play - Other Units (Edit)
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • Troopers are placed sequentially, and you can leap frog the "within 3" of another model in its unit" requirement.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.